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Showing content with the highest reputation on 07/14/2020 in all areas

  1. 3 points
    Kokopelli

    [CS:GO] Cusco

    Updated video tour of the map.
  2. 3 points
    Kokopelli

    [CS:GO] Cusco

    I've been working slowly but surely to get Cusco in a good place for playtesting. It has been case after case of "oh, let me just fix this first," but now I think I'm happy enough to get this rolling! I've added a lot more architecture and placeholder detail throughout the map, partly to give the greybox some more character, but more importantly to start bringing the vision together. I've made many greyboxes in the past that had interesting ideas, but where so abstract in their conception I could not figure out how to bring it all together. With Cusco, it's been a very delicate dance between function and form all throughout development. There are still some things to work out, but for the most part, I think I was able to give each area of the map a coherent and distinct identity. CT SPAWN - Based on the Plaza de Armas, one of the most popular areas in the historic district in Cusco. It's a very open area with lots of pretty looking buildings. Seemed like the perfect eye candy for a spawn area. I've only worked on the playable area, but looking in the opposite direction will reveal an open view of the plaza. The added arches allowed me to add a thick pillar for much needed cover during rotations through CT spawn. A SITE - A Site is based around a hotel, which terrorists will attempt to destroy by blowing up a propane truck outside. I widened the windows above the doors for more grenade options during takes and retakes. Also added some vendor carts around the site for some addition cover. I added a little nook in the middle of the plant zone for a safer plant position. Moved some things around inside of the hotel lobby for readability. Also added a piano for partial cover. T Spawn - T spawn is based on the Santa Ana Arch. The route to B takes players through a cathedral based on the Basilica Catedral del Cusco. The route to A leads up a residential road based on architecture around the Santa Ana Arch. I spent a long time on google maps looking at various types of building designs that would work with the map's geometry. I focused on making things cohesive but also distinctive so players always know what part of the map they are in. Y - I opened up the lower part of the Y-juncture for a few reasons. It allows Ts to move more freely and clear angles more methodically on the approach. It also gives CTs an opportunity to push out and hold a new angle towards the upper area for more aggressive plays. The building the CTs play inside of is shaping up to be an apartment complex under construction. A MAIN - This staging area has turned into a warehouse. There are lots of construction material warehouses throughout the real city of Cusco. This area seemed like the right fit. Players can use the large windows above to throw grenades into the site. I reduced the height of the stairs leading from the warehouse by half and added sloped terrain behind it to make the incline more gradual. I also pushed it farther back to enable more medium to long range gun play along this route. B SITE - This site takes place outside the cathedral. Terrorists are trying to blow up a crypt that was built on the site of an Incan temple that was destroyed by the Spanish long ago. I redesigned the main CT entrance to nerf some sniper positions towards balcony that I felt were too deep and hard to predict. Added a crate against the wall so CTs pushing through smoke are rewarded with a more advantageous position. The view from balcony towards the CT main entrance is simpler and easier to read. The crate I added was placed so that it cannot give snipers cover from players on the balcony. MID - Layout for mid has remained mostly the same, just with some added architecture. Windows high up on the cathedral allow for lots of grenade play between mid and the staging area inside the cathedral for B site. One of my favorite features of the map. There are also windows overlooking the CT side of Mid as well as B site proper. UPDATED RADAR Check out the latest version on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2098558153 I'll be scheduling a playtest shortly.
  3. 2 points
    Minos

    [CS:GO] Cusco

    Very solid blockout, I think you got a winner here I hope that in the final version you play a bit with lighting. Every CS map I see these days has the exact same lighting, the sky is blue, the sun light is a pale yellow, and the interiors look full bright. Would be nice to get some contrasts here and there (of course making sure not to destroy gameplay), or a more interesting sun angle.
  4. 2 points
    blackdog

    Assassin's Creed: Valhalla

    Yeah, the industry keeps complaining about the risk in new IPs as if AC was never a new IP. Or The Division. Or Horizon Zero Dawn, The Last of Us. Same guy had a raving preview of Doom Eternal, to the point I was reconsidering preordering or getting on day-1, then most people here complained about the levelling etc. Also the mechanics sound completely new, makes me think of Ryse, DMC and similar games.
  5. 2 points
    [HP]

    Shadow Warrior 3

    That does look good, but damn that's a bullshot if I've ever seen one lol
  6. 2 points
    synkope

    Darina (Wingman)

    Hello! Some time ago I made a Victoria map for a competition of exotic maps, and to be honest, it is far from ideal and I received some useful criticism. I was dissatisfied with my map and was sure that I could make it better. The original idea was to completely rethink the Victoria map, but during the development I realized that now I don’t have enough power to start doing something as big, but better. I decided to change the scenery of the map a bit and move it from Africa to Canada, and I decided to develop a map for Wingman mode. In the end, I did the job in about two months. And now you can see what I did. History (about the same as the Victoria map) Terrorists are trying to destroy containers with harmful chemicals in order to cause great harm to the environmental situation in the area of the waterfall and make these places less attractive for tourists, which will lead to a huge environmental and economic disaster. Map structure The map has three main approaches to the plant, this is through the park, the interior of the complex and scaffolding (the fun fact is that they were added at the very last moment). Comparison of Darina map with Victoria map Of course, you can call it self-repetition, but you need to take into account that at first I did a remake of Victoria, and only then I changed the operating time a little under the new map. BUT yes, in some places I really brazenly copied Victoria. Here I will show you a couple of interesting screenshots. Niagara Falls and map references The map was inspired by Niagara Falls and its surroundings, but this time I decided to call the map not the original name, but my own, which is of particular importance to me, since this is the name of a person who means a lot to me. Here are a couple of screenshots and photos of similar places. Map screenshots and mini-map Workshop Link Thanks for reading!
  7. 1 point
    DutchCrazyGamer

    [CS GO Wingman] Vaccine (WIP)

    Welcome to my entry to the Source Engine Discord Wingman Contest. Below here you can find some of my references and pictures of the greybox. For now the map looks really dark but this will change over time. It is this dark because the light setting for the theme is around the fall of the night. Link to the map: (currently not the new version): https://steamcommunity.com/sharedfiles/filedetails/?id=2099918669 The map is situated in a secret laboratory where the Vaccine for the Corona Virus is being developed. Here are some of my references: Some WIP pictures of the map and the radar:
  8. 1 point
    Sick_TwinN

    de_pithead WIP

    I decided to make a new topic since i am making the map alone now, thx to @DutchCrazyGamer for some of the ideas for this map! i wish him best of luck on his map :D here some wip shots
  9. 1 point
    Lizard

    County

    Hello everyone ! I think it is a good time to post some screenshots from my newest csgo project that I'm working on with @jakuza. He already made some models and materials that I used in the listed locations. More to come in next passes, County is a map that features everything that comes to mind when typical european thinks about rural part of the USA. It is a danger zone map that features variety of locations you would normally see in rural cities. What I tried to do was to tie these location with some story as well as their placement on the map. I really wanted to avoid 'random structures scattered across the map' feeling some of the community made maps have. First art pass is mostly done in most of the locations. In upcoming weeks I will focus on Motel and Quarry locations which are not shown here in this post. List of locations with a lot of creenshots (a lot of screenshots actually) Church: Police station: Sawmill: Farm: \ Trailerpark: Haunted house: Creek: More to come!
  10. 1 point
    Kokopelli

    [CS:GO] Cusco

    Introducing my latest map set in Cusco, Peru. While my first map de_neighbors was born out of a desire to turn a real location into a playable map, I knew I wanted to take a different approach for my next project, specifically one that was born out of good gameplay--the one thing that truly matters. Now that I've experienced a full development cycle (with the exception of making custom assets) and have honed my process, I decided I wanted to do this right and start with an idea. I had a few ideas: A curved mid A connector that converges with a main entrance to a bombsite site A bombsite that Ts have a vice grip on, but if CTs were to gain control of it, they would put serious flanking pressure on the Ts. A bombsite that CTs could choose to hold proper or push out towards the main routes early to gain more map control before the first encounter. So I began with some simple pathway flows for the map. I finally landed on a flow that incorporated a number of these ideas. Throughout this process I wasn't concerned with figuring out the exact shape of the routes or specific angles. It was more about establishing the general relationship between the routes. Once that got ironed out, I built a general layout in hammer. I then took the simple routes I had and bent and twist them in thoughtful ways to create interesting angles and to adjust timings. I tested the map very frequently, so frequently that I would say I designed the map through playing. I ran around thinking through scenarios, where I wanted to move, where I wanted cover, etc.. I imagined attacks on bombsites, the approaches and how I would want to move throughout the bombsite if I were defending and trying to stay alive as long as possible. I crafted the map angle by angle with the guiding principle of creating as much complexity as I could with the fewest elements possible. CSGO players are really good at breaking new maps, which is why I try to break my map as I'm designing it. The best way I've found is to test it as much as possible. The slightest change could have a cascading effect across the entire map. A silly double boost could break your whole map if you don't catch it early. And you don't want to have to comprise your art later on. After dozens of iterations, my notebook doodle eventually turned into this: The map was built on gameplay, but I kept my theme in mind throughout. To convey Cusco properly, I knew the map had to have a lot of outdoor areas, some streets, and iconic architecture like the city's stunning cathedrals. This was all very loose in my mind as I was building the layout, but it help keep design decisions in check. Since i wanted to have streets, I knew certain routes had to be a certain size at minimum to be believable. I made sure any indoor areas could believably be shaped into a house or commercial building. Again, all very loose and vague. I didn't want the layout to be too compromised by theme so early. I was more willing to retrofit the architecture to the idea. I must admit it was scary at first, but as I continued and I started pulling some art references, I found things started to just fall in place. The deeper I searched, the more architecture I found that suited the geometry I had built. Over time the map began to separate into distinct areas. Mood Board It behooves you as a map designer to get as immersed in your theme as you can. I spent hours just traveling around google maps looking for inspiration. And each time I did, I would return to my greybox with new ideas, new angles and new architecture for what areas could be. It's still evolving. I particularly loved the variety of doors around Cusco. The greybox will be ready for playtesting very soon (with screenshots to come). Let me know your thoughts so far!
  11. 1 point
    I'd argue removing that makes the game less dynamic. You're removing the positioning aspect of CS:GO with that and reduce it to 50/50 aim duels.
  12. 1 point
    Zarsky

    Ghost of Tsushima

    Yeah, I know what you mean.... Regarding reviews: Looks like everything I hoped it would be. I believe this could very well become a goty contender for me once I get time to play it.
  13. 1 point
    Not sure if I understand what you mean, you don't have to do that on any of the chokepoints on dust 2? Can't think of a single angle on dust 2 you can't check one by one on the top of my head (at least assuming both teams arrive there on time and no one has utility). Could you give an example what a chokepoint would look like vs. a dust 2 one for example?
  14. 1 point
    I'm fairly certain CS players would hate it. They like what they're used to, and you can't exactly expect them to change their behavior either. Counter Strike is an incredibly established concept and at some point as a designer one really has to ask oneself, if the experience one intends to design is at the core of the game that one is working for. Maybe it just makes sense to realize some ideas in a different game, because the gameplay you want to enable is simply not what an engine or concept was built around. As I have expressed before, try your best, I would love to see something great come from a new approach like this, just don't set your expectations too high. PS: Also, if you would like to keep asking questions, maybe make a thread for it or add it to your current one? Posting here without any WIP to show kind of defeats this thread's purpose. At least that's my opinion on the matter.
  15. 1 point
    blackdog

    What have you watched recently?

    dunno if you already know they have been using Unreal Engine instead of green screen as much as possible
  16. 1 point
    FMPONE

    [CS:GO] Cusco

    I hate when I wake up and see a blue sky. It’s like, hello dumbass sky, can’t you think of another color to be today?
  17. 1 point
    Radu

    What have you watched recently?

    Thought I'd try The Mandalorian and now I'm hooked
  18. 1 point
    Vilham

    Control (Remedy)

    Just got round to playing this. And o boi. You. Need. To. Play. This. It is fantastic, easily one of the top games this year. Has so few features that detract from its solid core gameplay. 9/10
  19. 1 point
    Not a talk, but I discovered that once upon a time, in TT Games (where all the Lego games are made) they attempted to create a LOTR tie-in... and I think that for a prototype on the previous gen it was looking really impressive! there's also proper gameplay, this one looked quite boring: The others I haven't seen yet
  20. 1 point
    blackdog

    [CS:GO] Cusco

    This looks really good! Looks like you are managing to offer every archetypical CS situation, everything seems to gel very well from your walkthrough. Keep it up!
  21. 1 point
  22. 1 point
    Lizard

    Assassin's Creed: Valhalla

    For me AC games lost the main pillar of gameplay long time ago (for me at least). It was climbing the environment to gain advantage, re-route, hide and stealth through some dangerous part of the city. I get it that they need something fresh in the series but why not make a totally different ip?
  23. 1 point
    blackdog

    Titanfall 2

    I think even to a fault, in a certain way, I was left with a definite feeling of wanting more of the pilot combat… what I mean is that the game flows so much that I didn’t feel I could internalise and enjoy properly the scenarios. But otherwise to me this looks like a master in level design, especially for what you can do in Source –I wonder how much they changed the renderer to make it perform like this– the factory creating the combat scenarios is totally bonkers and can’t shake the thought it informed the Dishonored DLC
  24. 1 point
    Wintrius

    [CS:GO] Cusco

    I really love how this greybox is coming along! The layout is interesting, and the areas it portrays are very well-mapped.
  25. 1 point
    Beck

    Titanfall 2

    Finished this last night. I loved it. It was short, but that just meant they could really focus on perfecting each level, it was great! I loved how sometimes you'd be fighting alongside BT, then you'd be alone switching between timelines, then back in BT for some kick ass mech combat, then you'd be flung across the map to wall run and do some nice environment puzzles. Nothing felt padded or stretched out to get the play time up. They were just like "Here, look how cool this is, now check this awesome set piece out, oh shit let's go fight in that mech over there" The art was stunning in places I found it hard to believe it was a Source engine game. BT was wonderfully written, I really enjoyed his replies to your comments. Story was fine, but I didn't really care I was having too much fun with the gameplay. Now I can join everyone else who's upset there doesn't seem to be any Titanfall 3 on the way.
  26. 1 point
    wazeecha

    [CS:GO Wingman] de_dozen

    Completely ignoring what I said two days ago about not posting more updates until the final version is ready--- Kind of a major change here. Blocked off the top of machine and mostly hid the refrigeration unit. When testing this myself, I always felt that it was a super awkward location. I'm hoping that fencing it off will steer gameplay towards the big jump coming from long, or more rotations through the loading dock double doors.
  27. 1 point
    TheOnionChef

    de_calamari WIP

    This map is constantly changing. Any feedback would be appreciated. https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191 This is a WIP area, with newer changes. Not fully detailed yet.
  28. 1 point
    Minos

    County

    It looks pretty cool Lizard! Just make whatever you are happy with, it's your own world and your own imagination
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